| Abilities |
|---|
| Lone Hunters:
Each Lictor model in a brood is treated as an independent unit and do not need to be deployed together. Additionally, they are never treated as scoring units and cannot hold objectives. |
| Secret Deployment:
Lictors deploy using the Deep Strike rule, regardless of mission. They must always Deep Strike into a piece of area terrain. If this terrain is classifies as Impassable, the Lictor will not be destroyed but instead placed as normal. If the Deep Strike roll would take the Lictor out of the boundaries of the chosen area terrain, the Lictor must be placed as close to the point indicated as possible without any part of its base leaving that terrain piece. A Lictor may assault the turn it enters play. |
| Chameleonic Scales:
A Lictor always receives a 5+ Cover Save, even in the open. If the Lictor is actually in cover, its Cover Saving throw is improved by +2. |
| Pheromone Trail:
Each Lictor taken allows the Tyranid player to re-roll one Reserve roll per turn, regardless of whether the Lictor is in play or not. This re-roll does not apply to the Lictors. |
| Fearless:
Fearless troops automatically pass all Morale and Pinning tests they are required to take, and will never fall back. They can however go to ground voluntarily. This special rule is gained by any independent character joining a fearless unit. However, as long as a fearless character stays with a unit that is not fearless, he loses this special rule. If a unit that is falling back suddenly gains this rule, it will automatically regroup at the beginning of its next Movement phase, regardless of all normal restrictions on regrouping. Note: units with the Fearless ability are subject to the No Retreat! rule. |
| Hit and Run:
Units with this ability that are locked in combat may choose to leave close combat at the end of the Assault phase. The unit using the hit & run ability must take an Initiative test. If the test is failed nothing happens and the models remain locked in the fight. If the test is passed, the unit breaks from combat and immediately moves up to 3D6" in a straight line in any direction, ignoring the units they are locked with. No sweeping advance rolls are made. Enemy units that are no longer locked in combat may consolidate. A hit & run move is not slowed by difficult terrain, but is affected by dangerous terrain. It may not be used to move into contact with the enemy. If there are units with this rule on both sides, roll-off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it consolidates instead. |
| Move Through Cover:
Units with this rule roll an extra D6 when rolling to move through difficult terrain. In most circumstances this will mean that they roll three D6 and pick the dice with the highest score. |